A method, device and computer-readable storage medium for controlling power consumption of game screen projection

By monitoring the game process and interface information, dynamically adjusting the frame rate of the screen projection, the problem of mismatch in the frame rate in the game projection is solved, the display effect and performance balance is achieved, and the user experience is improved.

CN114307136BActive Publication Date: 2025-08-12NUBIA TECHNOLOGY CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
CN202111615681.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-27
Publication Date
2025-08-12
Estimated Expiration
2041-12-27

AI Technical Summary

Technical Problem

During the game screen projection process, how to balance the screen projection display effect and screen projection performance savings, the existing technology is difficult to effectively solve the problem of mismatch between screen recording and screen projection transmission, resulting in waste of performance or reduced display effect.

Method used

By monitoring the game process and interface information, dynamically adjust the screen projection frame rate settings, obtain the frame rate reference value according to the game progress and screen conditions, and determine the target frame rate value to optimize the screen projection data transmission.

Benefits of technology

It achieves a balance between screen projection display effect and performance savings, improving users' gaming screen projection experience without the need for users to put in extra setup efforts.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114307136B_ABST
    Figure CN114307136B_ABST
Patent Text Reader

Abstract

The present invention discloses a method, device and computer-readable storage medium for controlling power consumption of game screen projection, wherein the method comprises: determining the current game progress according to the game process information, and when the game progress meets the preset progress condition, obtaining a first frame rate reference value corresponding to the game progress; determining the current game screen according to the game interface information, and when the game screen meets the preset screen condition, obtaining a second frame rate reference value corresponding to the game screen; obtaining the current display frame rate value of the projected end, and determining the target frame rate value of the projection data transmitted from the projected end to the projection end according to the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value. The present invention can achieve a balance between projection display effect and projection performance saving, greatly enhancing the user's game projection experience.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of mobile communications, and in particular to a method and device for controlling power consumption of game screen projection, and a computer-readable storage medium. Background Art

[0002] With the continuous development of smart terminal devices, users are increasingly using screen projection applications. In particular, in gaming scenarios, screen projection can provide better game display and game operation effects. However, the recording and transmission of screen projection data has, to a certain extent, affected the performance of the device being projected.

[0003] It's foreseeable that the frame rate of the game interface on the projected device will not remain constant during the recording and projection process. Furthermore, the display frame rate of the projected device itself may fluctuate due to interface switching and overall device performance trade-offs. If the recorded frame rate is higher than the current display frame rate during projection, this wastes recording performance. If the recorded frame rate is lower during projection, it may affect the final projection display quality.

[0004] Therefore, in the gaming scenario, how to strike a balance between the projection display effect and the projection performance savings has become a technical problem that needs to be solved urgently. Summary of the Invention

[0005] In order to solve the above technical defects in the prior art, the present invention proposes a method for controlling power consumption of game screen projection, which includes:

[0006] During the game screen projection process, the current projection frame rate setting value of the projected end is obtained, and the status information of the game is monitored, wherein the status information includes game process information and game interface information.

[0007] The current game progress is determined according to the game process information, and when the game progress meets a preset progress condition, a first frame rate reference value corresponding to the game progress is obtained.

[0008] The current game screen is determined according to the game interface information, and when the game screen meets a preset screen condition, a second frame rate reference value corresponding to the game screen is obtained.

[0009] Obtain the current display frame rate value of the projected end, and determine the target frame rate value of the projection data transmitted by the projected end to the projection end based on the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value.

[0010] Optionally, during the game screen projection process, the current projection frame rate setting value of the projected end is obtained, and the status information of the game is monitored, wherein the status information includes game process information and game interface information, including:

[0011] During the game screen projection process, the display frame rate value and the screen projection frame rate setting value are obtained according to the preset first frequency.

[0012] When the display frame rate value is less than the projection frame rate setting value, a second frequency is determined according to the difference between the display frame rate value and the projection frame rate, and the status information is obtained according to the second frequency.

[0013] Optionally, during the game screen projection process, the current screen projection frame rate setting value of the projected end is obtained, and the status information of the game is monitored, wherein the status information includes game process information and game interface information, and further includes:

[0014] The game progress information is acquired at the second frequency, and a third frequency is determined according to the current game progress information.

[0015] The game interface information is monitored at the third frequency.

[0016] Optionally, determining the current game progress according to the game process information, and obtaining a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition, includes:

[0017] The progress condition is determined according to the current display state of the game character and / or the operation state of the game character.

[0018] A fourth frequency is determined according to the display state and / or the operation state, and the first frame rate reference value is obtained according to the fourth frequency.

[0019] Optionally, determining a current game screen according to the game interface information, and obtaining a second frame rate reference value corresponding to the game screen when the game screen meets a preset screen condition, includes:

[0020] The picture condition is determined according to a current display subject and / or a display background where the display subject is located.

[0021] A fifth frequency is determined according to the display subject and / or the display background, and the second frame rate reference value is acquired according to the fifth frequency.

[0022] Optionally, obtaining the current display frame rate value of the projected end, and determining the target frame rate value of the projection data transmitted from the projected end to the projection end based on the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value, includes:

[0023] Determine whether the fourth frequency and / or the fifth frequency is greater than the first frequency.

[0024] When the fourth frequency and / or the fifth frequency is greater than the first frequency, the display frame rate value is obtained according to the fourth frequency and / or the fifth frequency; when the fourth frequency and / or the fifth frequency is less than or equal to the first frequency, the display frame rate value is obtained according to the first frequency.

[0025] Optionally, the obtaining of the current display frame rate value of the projected end, and determining a target frame rate value of the projection data transmitted from the projected end to the projection end based on the display frame rate value, the projection frame rate setting value, the first frame rate reference value, and / or the second frame rate reference value, further includes:

[0026] The display frame rate value is obtained according to the fourth frequency, and when the display frame rate value is greater than the projection frame rate setting value and the projection frame rate setting value is less than the first frame rate reference value, the display frame rate value is used as the target frame rate value.

[0027] The display frame rate value is obtained according to the fourth frequency, and when the display frame rate value is less than the projection frame rate setting value and the projection frame rate setting value is greater than the first frame rate reference value, the first frame rate reference value is used as the target frame rate value.

[0028] Optionally, the obtaining of the current display frame rate value of the projected end, and determining a target frame rate value of the projection data transmitted from the projected end to the projection end based on the display frame rate value, the projection frame rate setting value, the first frame rate reference value, and / or the second frame rate reference value, further includes:

[0029] The display frame rate value is obtained according to the fifth frequency, and when the display frame rate value is greater than the projection frame rate setting value and the projection frame rate setting value is less than the second frame rate reference value, the display frame rate value is used as the target frame rate value.

[0030] The display frame rate value is obtained according to the fifth frequency, and when the display frame rate value is less than the projection frame rate setting value and the projection frame rate setting value is greater than the second frame rate reference value, the second frame rate reference value is used as the target frame rate value.

[0031] The present invention also proposes a game screen projection power consumption control device, which includes a memory, a processor, and a computer program stored on the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game screen projection power consumption control method as described in any one of the above items are implemented.

[0032] The present invention also proposes a computer-readable storage medium, which stores a game screen projection power consumption control program. When the game screen projection power consumption control program is executed by a processor, the steps of the game screen projection power consumption control method as described in any one of the above items are implemented.

[0033] The game screen projection power consumption control method, device and computer-readable storage medium of the present invention are implemented by obtaining the current projection frame rate setting value of the projected end during the game screen projection process, and monitoring the status information of the game, wherein the status information includes game process information and game interface information; determining the current game progress according to the game process information, and when the game progress meets the preset progress condition, obtaining the first frame rate reference value corresponding to the game progress; determining the current game screen according to the game interface information, and when the game screen meets the preset screen condition, obtaining the second frame rate reference value corresponding to the game screen; obtaining the current display frame rate value of the projected end, and determining the target frame rate value of the projection data transmitted from the projected end to the projection end according to the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value. A humanized game screen projection power consumption control solution is implemented, so that users can achieve a balance between the projection display effect and the projection performance saving without having to spend a lot of setting effort, which greatly enhances the user's game screen projection experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0034] The present invention will be further described below with reference to the accompanying drawings and embodiments, in which:

[0035] Figure 1 This is a hardware structure diagram of a mobile terminal according to the present invention;

[0036] Figure 2 This is a diagram of a communication network system architecture provided by an embodiment of the present invention;

[0037] Figure 3 This is a flowchart of the first embodiment of the game screen projection power consumption control method of the present invention;

[0038] Figure 4 This is a flowchart of the second embodiment of the game screen projection power consumption control method of the present invention;

[0039] Figure 5 This is a flowchart of the third embodiment of the game screen projection power consumption control method of the present invention;

[0040] Figure 6 This is a flowchart of the fourth embodiment of the game screen projection power consumption control method of the present invention;

[0041] Figure 7 This is a flowchart of the fifth embodiment of the game screen projection power consumption control method of the present invention;

[0042] Figure 8 This is a flowchart of a sixth embodiment of the method for controlling power consumption of game screen projection according to the present invention;

[0043] Figure 9 This is a flowchart of the seventh embodiment of the game screen projection power consumption control method of the present invention;

[0044] Figure 10 This is a flowchart of the eighth embodiment of the game screen projection power consumption control method of the present invention. DETAILED DESCRIPTION

[0045] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.

[0046] In the subsequent description, suffixes such as "module," "component," or "unit" used to represent elements are only used to facilitate the description of the present invention and have no specific meaning. Therefore, "module," "component," or "unit" can be used interchangeably.

[0047] The terminal can be implemented in various forms. For example, the terminal described in the present invention may include mobile terminals such as mobile phones, tablet computers, laptop computers, PDAs, portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., as well as fixed terminals such as digital TVs and desktop computers.

[0048] The following description will be made by taking a mobile terminal as an example. It will be understood by those skilled in the art that, in addition to components specifically used for mobile purposes, the configuration according to the embodiments of the present invention can also be applied to fixed type terminals.

[0049] See also Figure 1, which is a schematic diagram of the hardware structure of a mobile terminal for implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (audio / video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111. Those skilled in the art will understand that Figure 1 The structure of the mobile terminal shown in the figure does not constitute a limitation to the mobile terminal. The mobile terminal may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0050] The following combination Figure 1 A detailed introduction to the various components of the mobile terminal:

[0051] The RF unit 101 can be used to send and receive information or receive signals during calls. Specifically, it receives downlink information from the base station and transmits it to the processor 110 for processing. It also transmits uplink data to the base station. Typically, the RF unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, and more. Furthermore, the RF unit 101 can communicate with the network and other devices via wireless communication. The above-mentioned wireless communications may use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution) and TDD-LTE (Time Division Duplexing-Long Term Evolution), etc.

[0052] WiFi is a short-range wireless transmission technology. Mobile terminals can help users send and receive emails, browse web pages, and access streaming media through the WiFi module 102. It provides users with wireless broadband Internet access. Figure 1 The WiFi module 102 is shown, but it is understandable that it is not an essential component of the mobile terminal and can be omitted as needed without changing the essence of the invention.

[0053] The audio output unit 103 can convert audio data received by the RF unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output it as sound when the mobile terminal 100 is in a call signal reception mode, a talk mode, a recording mode, a voice recognition mode, a broadcast reception mode, or the like. Furthermore, the audio output unit 103 can also provide audio output related to a specific function performed by the mobile terminal 100 (e.g., a call signal reception sound, a message reception sound, etc.). The audio output unit 103 may include a speaker, a buzzer, or the like.

[0054] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a graphics processing unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes image data of still images or videos captured by an image capture device (e.g., a camera) in video capture mode or image capture mode. The processed image frames may be displayed on the display unit 106. The image frames processed by the GPU 1041 may be stored in the memory 109 (or other storage medium) or transmitted via the RF unit 101 or the WiFi module 102. The microphone 1042 may receive sound (audio data) in operating modes such as a phone call mode, a recording mode, and a voice recognition mode, and may process such sound into audio data. In the phone call mode, the processed audio (voice) data may be converted into a format that can be transmitted to a mobile communication base station via the RF unit 101. The microphone 1042 may implement various types of noise cancellation (or suppression) algorithms to eliminate (or suppress) noise or interference generated during the reception and transmission of audio signals.

[0055] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 1061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 1061 and / or the backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that can be configured in the mobile phone, such as fingerprint sensors, pressure sensors, iris sensors, molecular sensors, gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be described here.

[0056] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.

[0057] The user input unit 107 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the mobile terminal. Specifically, the user input unit 107 may include a touch panel 1071 and other input devices 1072. The touch panel 1071, also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using a finger, stylus, or any other suitable object or accessory on or near the touch panel 1071) and drive the corresponding connection device according to a pre-set program. The touch panel 1071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the signal caused by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 110. It can also receive commands sent by the processor 110 and execute them. In addition, the touch panel 1071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may further include other input devices 1072. Specifically, the other input devices 1072 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, power keys, etc.), a trackball, a mouse, a joystick, etc., and are not specifically limited here.

[0058] Furthermore, the touch panel 1071 may cover the display panel 1061. When the touch panel 1071 detects a touch operation on or near it, it transmits the information to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of touch event. Figure 1 In the embodiment, the touch panel 1071 and the display panel 1061 are two independent components to realize the input and output functions of the mobile terminal. However, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal, which is not limited here.

[0059] The interface unit 108 serves as an interface through which at least one external device can be connected to the mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, etc. The interface unit 108 may be used to receive input (e.g., data information, power, etc.) from an external device and transmit the received input to one or more elements within the mobile terminal 100 or may be used to transmit data between the mobile terminal 100 and an external device.

[0060] Memory 109 can be used to store software programs and various data. Memory 109 may primarily include a program storage area and a data storage area. The program storage area may store an operating system and at least one application required for a function (such as a sound playback function or an image playback function); the data storage area may store data generated based on the use of the mobile phone (such as audio data, a phone book, etc.). Furthermore, memory 109 may include high-speed random access memory and non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0061] Processor 110 is the control center of the mobile terminal, connecting all components of the mobile terminal using various interfaces and circuits. By running or executing software programs and / or modules stored in memory 109 and accessing data stored in memory 109, it executes various functions of the mobile terminal and processes data, thereby providing overall monitoring of the mobile terminal. Processor 110 may include one or more processing units; preferably, processor 110 may integrate an application processor and a modem processor. The application processor primarily handles the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 110.

[0062] The mobile terminal 100 may also include a power supply 111 (such as a battery) for supplying power to various components. Preferably, the power supply 111 may be logically connected to the processor 110 through a power management system, thereby managing functions such as charging, discharging, and power consumption through the power management system.

[0063] although Figure 1 Not shown, the mobile terminal 100 may further include a Bluetooth module, etc., which will not be described in detail here.

[0064] To facilitate understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based is described below.

[0065] See also Figure 2 , Figure 2 A communication network system architecture diagram is provided for an embodiment of the present invention. The communication network system is an LTE system of universal mobile communication technology. The LTE system includes a UE (User Equipment) 201, an Evolved UMTS Terrestrial Radio Access Network (E-UTRAN) 202, an Evolved Packet Core (EPC) 203, and an operator's IP service 204, which are sequentially connected in communication.

[0066] Specifically, UE201 may be the above-mentioned terminal 100, which will not be described in detail here.

[0067] E-UTRAN 202 includes eNodeB 2021 and other eNodeBs 2022 , etc. Among them, eNodeB 2021 can be connected to other eNodeBs 2022 via a backhaul (eg, an X2 interface), and eNodeB 2021 is connected to EPC 203 , and eNodeB 2021 can provide UE 201 with access to EPC 203 .

[0068] EPC 203 may include MME (Mobility Management Entity) 2031, HSS (Home Subscriber Server) 2032, other MMEs 2033, SGW (Serving Gate Way) 2034, PGW (PDN Gate Way) 2035, and PCRF (Policy and Charging Rules Function) 2036. MME 2031 is the control node that handles signaling between UE 201 and EPC 203, providing bearer and connection management. HSS 2032 provides registers for managing functions such as the Home Location Register (not shown) and stores user-specific information such as service features and data rates. All user data can be sent through SGW2034, PGW2035 can provide IP address allocation and other functions for UE 201, PCRF2036 is the policy and charging control policy decision point for service data flow and IP bearer resources, and it selects and provides available policy and charging control decisions for the policy and charging execution function unit (not shown in the figure).

[0069] The IP service 204 may include the Internet, an intranet, an IMS (IP Multimedia Subsystem), or other IP services.

[0070] Although the above description is based on the LTE system as an example, those skilled in the art should know that the present invention is not only applicable to the LTE system, but also to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, and is not limited here.

[0071] Based on the above-mentioned mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0072] Example 1

[0073] Figure 3 This is a flow chart of the first embodiment of the game screen projection power consumption control method of the present invention. A game screen projection power consumption control method, the method comprising:

[0074] S1. During the game screen projection process, obtain the current projection frame rate setting value of the projected end, and monitor the status information of the game, wherein the status information includes game process information and game interface information.

[0075] S2. Determine a current game progress based on the game progress information, and when the game progress meets a preset progress condition, obtain a first frame rate reference value corresponding to the game progress.

[0076] S3. Determine the current game screen according to the game interface information, and when the game screen meets a preset screen condition, obtain a second frame rate reference value corresponding to the game screen.

[0077] S4. Obtain the current display frame rate value of the projected end, and determine the target frame rate value of the projection data transmitted from the projected end to the projection end based on the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value.

[0078] In this embodiment, considering that the currently set screen projection recording frame rate in the prior art is not the optimal frame rate, for example, if the currently set screen projection recording frame rate is 60 frames, the screen recording will always capture images at 60 frames per second. However, at this time, a situation may occur, that is, the frame rate of the mobile phone itself may stabilize at only 30 frames. For example, in the game "Peace Elite", the default setting is 30fps, but the screen projection is sampled at 60 frames. It can be seen that the above screen recording solution is extremely inappropriate. Since the game itself only has 30 frames, but sampling at 60 frames will result in the transmitted data also being 60 frames, which will also cause significant processing loss for the screen projection transmission of the mobile phone, as well as the central processing unit and graphics processor. Therefore, the technical idea of this embodiment is to dynamically identify the scene of the mobile phone game frame rate and compare it with the screen projection frame rate in a timely manner. If it is found that the screen projection frame rate is set too high, it is necessary to reset the screen projection frame rate to the lower frame rate of the game, thereby achieving the purpose of saving power without affecting the user's gaming and screen projection experience.

[0079] Specifically, in this embodiment, first, when the maximum frame rate of the mobile phone is set to 60fps, if the screen recording is set to 90fps, it will be forced to change to 60fps, so that the output frame rate will always be 60fps. Secondly, when entering some game scenes, it is necessary to monitor the average output frame rate of the game. If the average frame rate is lower than the current screen projection sampling frame rate, the screen projection frame rate needs to be modified to the same average frame rate as the game. In this embodiment, considering that the above-mentioned adjustments are generally for games, it should also be noted that the frame rate can be changed within the game. Therefore, this embodiment monitors the average frame rate over a period of time on the one hand, and monitors the game content on the other hand. That is, monitor the stable frame rate of the game for a period of time and then set a reasonable screen projection frame rate, or set a reasonable screen projection frame rate according to the game progress and game screen in the game content.

[0080] Specifically, in this embodiment, first of all, when playing games on some mobile phones, the display significance of the game screen is low, or it is a static screen scene, such as the game store interface, the game pause interface, the game reconnection interface, and the game preload interface, etc. This embodiment takes into account that the screen recording process cannot be terminated. Therefore, it is not possible to use the method of frequent start and stop to control power consumption. The specific reason is that during the screen recording process, it is impossible to know when the game store interface is switched, when the game pause is resumed, etc. If the screen recording is frequently started and stopped, it will lead to a poor screen recording experience. Based on the above problems, this embodiment proposes to determine the specific game progress and identify the game screen, so as to adjust the current screen recording frame rate in real time when displaying scenes with low significance or static scenes, thereby reducing the power consumption of screen recording and projection while ensuring the current display effect.

[0081] The beneficial effect of this embodiment is that, during the process of game screen casting, the current screen casting frame rate setting value of the casted end is obtained, and the status information of the game is monitored, wherein the status information includes game process information and game interface information; the current game progress is determined according to the game process information, and when the game progress meets the preset progress condition, a first frame rate reference value corresponding to the game progress is obtained; the current game screen is determined according to the game interface information, and when the game screen meets the preset screen condition, a second frame rate reference value corresponding to the game screen is obtained; the current display frame rate value of the casted end is obtained, and the target frame rate value of the screen casting data transmitted from the casted end to the casting end is determined according to the display frame rate value, the screen casting frame rate setting value, the first frame rate reference value and / or the second frame rate reference value. A humanized game screen casting power consumption control scheme is implemented, so that users can achieve a balance between screen casting display effect and screen casting performance saving without having to spend a lot of setting effort, which greatly enhances the user's game screen casting experience.

[0082] Example 2

[0083] Figure 4 This is a flow chart of the second embodiment of the game screen projection power consumption control method of the present invention. Based on the above embodiment, during the game screen projection process, the current screen projection frame rate setting value of the projected end is obtained, and the status information of the game is monitored, wherein the status information includes game process information and game interface information, including:

[0084] S11. During the game screen projection process, the display frame rate value and the screen projection frame rate setting value are obtained according to a preset first frequency.

[0085] S12. When the display frame rate value is less than the projection frame rate setting value, determine a second frequency according to the difference between the display frame rate value and the projection frame rate, and obtain the status information according to the second frequency.

[0086] The beneficial effect of this embodiment is that, during the game screen casting process, the display frame rate value and the screen casting frame rate setting value are obtained at a preset first frequency; when the display frame rate value is less than the screen casting frame rate setting value, a second frequency is determined based on the difference between the display frame rate value and the screen casting frame rate, and the status information is obtained at the second frequency. This implements a user-friendly game screen casting power consumption control solution, allowing users to achieve a balance between screen casting display effect and screen casting performance savings without having to spend a lot of setup effort, greatly enhancing the user's game screen casting experience.

[0087] Example 3

[0088] Figure 5 This is a flowchart of the third embodiment of the game screen projection power consumption control method of the present invention. Based on the above embodiment, during the game screen projection process, the current screen projection frame rate setting value of the projected end is obtained, and the status information of the game is monitored, wherein the status information includes game process information and game interface information, and also includes:

[0089] S13: Acquire the game progress information at the second frequency, and determine a third frequency according to the current game progress information.

[0090] S14. Monitor the game interface information at the third frequency.

[0091] The beneficial effect of this embodiment is that by obtaining the game progress information at the second frequency, determining the third frequency based on the current game progress information, and monitoring the game interface information at the third frequency, a user-friendly game screen casting power consumption control solution is implemented, allowing users to achieve a balance between screen casting display quality and screen casting performance savings without having to spend a lot of setup effort, greatly enhancing the user's game screen casting experience.

[0092] Example 4

[0093] Figure 6 This is a flowchart of a fourth embodiment of the method for controlling power consumption of screen projection for gaming according to the present invention. Based on the above embodiment, determining the current game progress according to the game process information, and obtaining a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition, includes:

[0094] S21. Determine the progress condition according to the current display state of the game character and / or the operation state of the game character.

[0095] S22: Determine a fourth frequency according to the display state and / or the operating state, and obtain the first frame rate reference value according to the fourth frequency.

[0096] The beneficial effect of this embodiment is that by determining the progress condition based on the current display state and / or the operating state of the game character, determining the fourth frequency based on the display state and / or the operating state, and obtaining the first frame rate reference value according to the fourth frequency, a user-friendly game screen projection power consumption control solution is implemented, allowing users to achieve a balance between screen projection display effect and screen projection performance savings without having to spend a lot of setup effort, greatly enhancing the user's game screen projection experience.

[0097] Example 5

[0098] Figure 7 This is a flowchart of a fifth embodiment of the game screen projection power consumption control method of the present invention. Based on the above embodiment, determining the current game screen according to the game interface information, and when the game screen meets the preset screen conditions, obtaining a second frame rate reference value corresponding to the game screen, including:

[0099] S23: Determine the picture condition according to the current display subject and / or the display background where the display subject is located.

[0100] S24. Determine a fifth frequency according to the display subject and / or the display background, and obtain the second frame rate reference value according to the fifth frequency.

[0101] The beneficial effect of this embodiment is that by determining the image condition based on the current display subject and / or the display background in which the display subject is located, determining the fifth frequency based on the display subject and / or the display background, and obtaining the second frame rate reference value according to the fifth frequency, a user-friendly game screen casting power consumption control solution is implemented, allowing users to achieve a balance between screen casting display effect and screen casting performance savings without having to spend a lot of setup effort, greatly enhancing the user's game screen casting experience.

[0102] Example 6

[0103] Figure 8 This is a flowchart of a sixth embodiment of the game screen projection power consumption control method of the present invention. Based on the above embodiment, obtaining the current display frame rate value of the projected end, and determining the target frame rate value of the projection data transmitted from the projected end to the projection end based on the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value, includes:

[0104] S41. Determine whether the fourth frequency and / or the fifth frequency is greater than the first frequency.

[0105] S42. When the fourth frequency and / or the fifth frequency is greater than the first frequency, the display frame rate value is obtained according to the fourth frequency and / or the fifth frequency; when the fourth frequency and / or the fifth frequency is less than or equal to the first frequency, the display frame rate value is obtained according to the first frequency.

[0106] The beneficial effect of this embodiment is that by judging whether the fourth frequency and / or the fifth frequency is greater than the first frequency; when the fourth frequency and / or the fifth frequency is greater than the first frequency, the display frame rate value is obtained according to the fourth frequency and / or the fifth frequency; when the fourth frequency and / or the fifth frequency is less than or equal to the first frequency, the display frame rate value is obtained according to the first frequency. A humanized game screen projection power consumption control solution is implemented, so that users can achieve a balance between screen projection display effect and screen projection performance saving without having to spend a lot of setting effort, greatly enhancing the user's game screen projection experience.

[0107] Example 7

[0108] Figure 9 This is a flowchart of the seventh embodiment of the game screen projection power consumption control method of the present invention. Based on the above embodiment, the obtaining of the current display frame rate value of the projected end and determining the target frame rate value of the projection data transmitted from the projected end to the projection end according to the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value also includes:

[0109] S43. Obtain the display frame rate value according to the fourth frequency, and when the display frame rate value is greater than the projection frame rate setting value and the projection frame rate setting value is less than the first frame rate reference value, use the display frame rate value as the target frame rate value.

[0110] S44. Obtain the display frame rate value according to the fourth frequency, and when the display frame rate value is less than the projection frame rate setting value and the projection frame rate setting value is greater than the first frame rate reference value, use the first frame rate reference value as the target frame rate value.

[0111] The beneficial effect of this embodiment is that by obtaining the display frame rate value according to the fourth frequency, and when the display frame rate value is greater than the projection frame rate setting value and the projection frame rate setting value is less than the first frame rate reference value, the display frame rate value is used as the target frame rate value; and by obtaining the display frame rate value according to the fourth frequency, and when the display frame rate value is less than the projection frame rate setting value and the projection frame rate setting value is greater than the first frame rate reference value, the first frame rate reference value is used as the target frame rate value. A humanized game projection power consumption control solution is implemented, so that users can achieve a balance between projection display effect and projection performance saving without having to spend too much effort on settings, greatly enhancing the user's game projection experience.

[0112] Example 8

[0113] Figure 10 This is a flowchart of an eighth embodiment of the game screen projection power consumption control method of the present invention. Based on the above embodiment, the obtaining of the current display frame rate value of the projected end and determining the target frame rate value of the projection data transmitted from the projected end to the projection end based on the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value further includes:

[0114] S45. Obtain the display frame rate value according to the fifth frequency, and when the display frame rate value is greater than the projection frame rate setting value and the projection frame rate setting value is less than the second frame rate reference value, use the display frame rate value as the target frame rate value.

[0115] S46. Obtain the display frame rate value according to the fifth frequency, and when the display frame rate value is less than the projection frame rate setting value and the projection frame rate setting value is greater than the second frame rate reference value, use the second frame rate reference value as the target frame rate value.

[0116] The beneficial effect of this embodiment is that by obtaining the display frame rate value according to the fifth frequency, and when the display frame rate value is greater than the projection frame rate setting value and the projection frame rate setting value is less than the second frame rate reference value, the display frame rate value is used as the target frame rate value; by obtaining the display frame rate value according to the fifth frequency, and when the display frame rate value is less than the projection frame rate setting value and the projection frame rate setting value is greater than the second frame rate reference value, the second frame rate reference value is used as the target frame rate value. A humanized game projection power consumption control solution is implemented, so that users can achieve a balance between projection display effect and projection performance saving without having to spend too much effort on settings, greatly enhancing the user's game projection experience.

[0117] Embodiment 9

[0118] Based on the above embodiments, the present invention also proposes a game screen projection power consumption control device, which includes a memory, a processor, and a computer program stored on the memory and runnable on the processor. When the computer program is executed by the processor, the steps of the game screen projection power consumption control method as described in any one of the above items are implemented.

[0119] It should be noted that the above-mentioned device embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are applicable to the device embodiment, which will not be repeated here.

[0120] Example 10

[0121] Based on the above embodiments, the present invention also proposes a computer-readable storage medium, which stores a game screen projection power consumption control program. When the game screen projection power consumption control program is executed by a processor, the steps of the game screen projection power consumption control method as described in any one of the above items are implemented.

[0122] It should be noted that the above-mentioned medium embodiment and method embodiment belong to the same concept, and their specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are correspondingly applicable in the medium embodiment, which will not be repeated here.

[0123] It should be noted that, in this document, the terms "comprises," "includes," or any other variations thereof are intended to encompass non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or apparatus comprising the element.

[0124] The serial numbers of the above embodiments of the present invention are for description only and do not represent the advantages or disadvantages of the embodiments.

[0125] Through the description of the above embodiments, those skilled in the art can clearly understand that the above-mentioned embodiment methods can be implemented by means of software plus the necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better embodiment. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal (which can be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in each embodiment of the present invention.

[0126] The embodiments of the present invention are described above in conjunction with the accompanying drawings, but the present invention is not limited to the above-mentioned specific implementation methods. The above-mentioned specific implementation methods are merely illustrative and not restrictive. Under the guidance of the present invention, ordinary technicians in this field can also make many forms without departing from the scope of protection of the present invention and the claims, all of which are protected by the present invention.

Claims

1. A method for controlling power consumption of game screen projection, characterized in that: The method comprises: During the game screen projection process, obtain the current projection frame rate setting value of the projected end, and monitor the game status information, wherein the status information includes game progress information and game interface information; determining a current game progress according to the game progress information, and when the game progress meets a preset progress condition, obtaining a first frame rate reference value corresponding to the game progress; determining a current game screen according to the game interface information, and when the game screen meets a preset screen condition, obtaining a second frame rate reference value corresponding to the game screen; Obtaining a current display frame rate value of the projected end, and determining a target frame rate value of the projection data transmitted by the projected end to the projection end based on the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value; During the game screen projection process, the current projection frame rate setting value of the projected end is obtained, and the status information of the game is monitored, wherein the status information includes game process information and game interface information, including: During the game screen projection process, the display frame rate value and the screen projection frame rate setting value are obtained according to a preset first frequency; When the display frame rate value is less than the projection frame rate setting value, determining a second frequency according to the difference between the display frame rate value and the projection frame rate, and acquiring the status information according to the second frequency; Acquire the game progress information at the second frequency, and determine a third frequency based on the current game progress information; Monitoring the game interface information at the third frequency; The determining the current game progress according to the game process information, and obtaining a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition, includes: Determining the progress condition according to a current display state of the game character and / or an operation state of the game character; determining a fourth frequency according to the display state and / or the operating state, and obtaining the first frame rate reference value according to the fourth frequency; The determining a current game screen according to the game interface information, and obtaining a second frame rate reference value corresponding to the game screen when the game screen meets a preset screen condition, includes: Determining the picture condition according to the current display subject and / or the display background where the display subject is located; determining a fifth frequency according to the display subject and / or the display background, and obtaining the second frame rate reference value according to the fifth frequency; The obtaining of the current display frame rate value of the projected end, and determining the target frame rate value of the projection data transmitted from the projected end to the projection end according to the display frame rate value, the projection frame rate setting value, the first frame rate reference value and / or the second frame rate reference value, includes: determining whether the fourth frequency and / or the fifth frequency is greater than the first frequency; When the fourth frequency and / or the fifth frequency is greater than the first frequency, the display frame rate value is obtained according to the fourth frequency and / or the fifth frequency; when the fourth frequency and / or the fifth frequency is less than or equal to the first frequency, the display frame rate value is obtained according to the first frequency; Acquire the display frame rate value according to the fourth frequency, and use the display frame rate value as the target frame rate value when the display frame rate value is greater than the projection frame rate setting value and the projection frame rate setting value is less than the first frame rate reference value; Acquire the display frame rate value according to the fourth frequency, and when the display frame rate value is less than the projection frame rate setting value and the projection frame rate setting value is greater than the first frame rate reference value, use the first frame rate reference value as the target frame rate value; Acquire the display frame rate value according to the fifth frequency, and when the display frame rate value is greater than the projection frame rate setting value and the projection frame rate setting value is less than the second frame rate reference value, use the display frame rate value as the target frame rate value; The display frame rate value is obtained according to the fifth frequency, and when the display frame rate value is less than the projection frame rate setting value and the projection frame rate setting value is greater than the second frame rate reference value, the second frame rate reference value is used as the target frame rate value.

2. A game screen projection power consumption control device, characterized in that: The device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the computer program is executed by the processor, the steps of the game screen projection power consumption control method as described in claim 1 are implemented.

3. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a game screen projection power consumption control program, and when the game screen projection power consumption control program is executed by the processor, the steps of the game screen projection power consumption control method as described in claim 1 are implemented.

Citation Information

Patent Citations

  • Multi-window screen projection method and electronic equipment

    CN113691846A